Morningtide

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For other uses, see Morningtide (disambiguation).
Morningtide
[[File:{{#setmainimage:MOR logo.png}}|250px]]
Set Information
Set symbol
Symbol description A rising sun
Design Paul Sottosanti (lead),
Aaron Forsythe,
Erik Lauer,
Mark Rosewater,
Kenneth Nagle
Development Mike Turian (lead)
Erik Lauer
Henry Stern
Noah Weil
With contibutions by:[1]
Alexis Janson
Bill Rose
Jake Theis
Art direction Jeremy Jarvis
Release date February 1, 2008
Plane Lorwyn
Themes and mechanics Tribal (class)
Keywords/​ability words Clash,
Kinship,
Prowl,
Reinforce
Set size 150 cards
(60 commons, 40 uncommons, 50 rares)
Expansion code MOR[3]
Development codename Butter[4]
Lorwyn block
[[Lorwyn]] '''Morningtide''' N/A
Magic: The Gathering Chronology
[[Duel Decks: Elves vs. Goblins]] Morningtide [[Shadowmoor]]

Morningtide is the second set in the Lorwyn block. It is the 44th Magic expansion and was released on February 1, 2008.[5][6]

Set details

Morningtide contains 150 cards (50 rare, 40 uncommon, and 60 commons). The theme of this expansion is tribal, based on class rather than race.[7][8][9] Its expansion symbol is a depiction of a sun rising in the morning, or a flame. Morningtide is the second and final set of Lorwyn block. The following set, Shadowmoor, would not be part of the Lorwyn block, as originally announced, but the first set of a new block, codenamed "Jelly" and "Doughnut". However, these two blocks would rotate into and out of official tournament formats as though they were a single block.[10] Morningtide introduced Tribal Equipment, Prowl, Reinforce, and Kinship. The set was accompanied by the novel of the same name, written by Cory J. Herndon and Scott McGough.

Flavor and Storyline

The set continues the "celtic fairytale" setting of Lorwyn.[11][12][13] Rhys, once a prominent hunter among the elves, has two big problems. He's being blamed for a cataclysmic event that killed many of his fellows. Even worse, his horns are broken, which makes him ugly. This makes him doubly damned in the eyes of his society. Knowing his skill and reputation, they are pulling out all the stops to bring him to their vicious brand of justice. As if he didn't have enough to worry about with his own skin, he has to deal with the Aurora.

Marketing

Morningtide was sold in 16-card booster packs, four preconstructed theme decks and a fat pack.[14] The decks and the fat pack contained a Pro Tour Player Card. The booster packs featured artwork from Sigil Tracer, Pyroclast Consul and Earthbrawn. The prerelease tournaments for this set were held on January 19–20, 2008.[15] The promotional prerelease card for Morningtide was Door of Destinies with alternate art, a card that helps emphasize creature types, the theme of Morningtide.[16] The promotional release card was Earwig Squad which shows the Prowl mechanic.[17][18] The launch party was held on February 1–3, 2008.

Like Lorwyn boosters before them, boosters of Morningtide come with a bonus sixteenth card that is either a rules card or a creature token from Lorwyn or Morningtide. One face of the Morningtide bonus card has one of five different rules tips or is one of fourteen different creature tokens, meaning either one the eleven tokens printed in Lorwyn or one of the three printed in Morningtide. The other face has one of six advertisements for organized play programs, magicthegathering.com, and Shadowmoor.

Tips & Tricks

The tips & tricks cards are:[19]

  1. Rules Tip: Creature Types
  2. Rules Tip: Kinship
  3. Rules Tip: Prowl
  4. Rules Tip: Clash
  5. Rules Tip: Equipment

Tokens

The Morningtide tokens are:[19]

  1. {B} 1/1 Faerie Rogue creature with flying, produced by Bitterblossom, Notorious Throng and Violet Pall.
  2. {W} 5/5 Giant Warrior creature, produced by Feudkiller's Verdict.
  3. {G} 2/5 Treefolk Shaman creature, produced by Reach of Branches.
Promotional, foil Door of Destinies card.
Regular Door of Destinies card.

Themes

Morningtide expands upon Lorwyn's flavor and theme by shifting the tribal focus away from the eight races of Lorwyn (kithkin, merfolk, faeries, elementals (flamekin and greater), goblins, giants, treefolk, and elves) to the five classes of Morningtide (soldiers, shamans, wizards, warriors, and rogues).[20][21]

Clash spells

Morningtide has a number of spells with clash that you return to your hand if you win the clash.

Counter boosters

A few Morningtide cards have abilities that say that certain other creatures you control come into play with additional +1/+1 counters on them.

Choose a creature type

A number of Morningtide cards tell you to choose a creature type, then base their effect on how many permanents of the chosen type you control.

Mechanics

The new mechanics introduced in Morningtide are Prowl, Kinship, and Reinforce. Prowl and Kinship are class-specific keywords for Rogues and Shamans, respectively, and Reinforce appears on multiple non class-related cards.

  • Prowl is an alternate cost to play a spell, which may be used if you have dealt combat damage with a creature that shares a creature type with the card that has Prowl. For example, Latchkey Faerie costs {3}{U} normally, but if you have dealt combat damage with a Faerie or a Rogue this turn, you may play it for its Prowl cost, {2}{U}. Additionally, some cards with Prowl have abilities that only occur if they have been played for their Prowl cost.
  • Kinship is an ability word which means, "At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with ~, you may reveal it. If you do, [effect]."
  • Reinforce is an activated ability which reads, "Reinforce N—[mana]". You may pay a card's Reinforce cost and discard it from your hand whenever you can play an instant. If you do, put N +1/+1 counters on target creature. Reinforce works well with the tribal counter creatures from Morningtide, allowing creatures that do not have the required class to receive +1/+1 counters and trigger these creatures' effects.

Cycles

Morningtide has eleven cycles:[22]

Reprinted cards

The following cards have been reprinted from previous sets and included in Morningtide:

Functional reprints

Morningtide has one functional reprint:

Notable cards

The following common cards feel like functional reprints but are not:

  • Disperse returns a nonland permanent to its owner hand for {1}{U}. Echoing Truth with the same casting cost, returned target nonland permanent and all other permanents with the same name as that permanent to their owners' hands. Hoodwink with the same casting cost, can target lands, but no creatures or planeswalkers. Venser's Diffusion returned a nonland permanent or a suspended card for {2}{U}.
  • Negate feels like a reprinted card; "counter target noncreature spell" is one half of the split card Spite // Malice. Spite's casting cost is {3}{U}, while Negate is simply {1}{U}. It is, more often than not, better than Flash Counter and Extinguish. The spellshaper Stronghold Machinist countered noncreature spells at a cost of {U}{U}, tapping and discarding a card.
  • Prickly Boggart is a 1/1 creature with fear for {B}, surprisingly this simple card has never been printed at such a low cost. Squirming Mass, a 1/1 creature with fear in Urza's Destiny cost {1}{B}.

Preconstructed decks

Morningtide features four class tribal theme decks.[25]

Theme
deck name
Colors Included
{W} {U} {B} {R} {G}
Battalion W U
Going Rogue U B
Shamanism W B G
Warrior's Code R G

References

External links